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Genei Ibun Roku #FE devs on reproducing Shibuya, game structure, scrapped battle intro idea

Posted on February 21, 2016 by (@NE_Brian) in News, Wii U

ND: Itsuki and co. join the organization lead by Maiko without knowing it’s an entertainment office, right?

Ando: Itsuki-kun is an ordinary person, so the flow came to be “he comes to know various things about the world of show business one thing at a time = the player learns things about this world”. I think it also makes it easier to receive the new elements.

Takata: It was a problem how the story progresses after entering the office… It is probably easy to go with a structure of supporting the growth of your partners while mastering your own abilities, so that was the outcome. Wasn’t the first proposal [for the role of Itsuki] a producer?

Ishida: It was a manager.

Yamagami: That’s right.

ND: A manager!?

Ishida: Well, Itsuki is a rare main character for an Atlus game as he is relatively active in chats, so perhaps a protagonist like, “I’ll become a rock star!”, would have worked as well.

ND: If Itsuki-kun was a character like that, the image would change quite bit.

Ishida: Yes. But the player takes part as Itsuki in the game, so I thought it would be better to have a character who has a bit closer point of view [to the player] so that you can project yourself, rather than having a grand dream which is quite remote for the player. Therefore we thought along the lines of a manager or a producer, but even that is a bit different, I think.

ND: By the way, there are spectators in the battle stage, but what kind of people are they?

Hirata: (to Ishida) They are enemy Mirages, right? Lower status Mirages.

ND: Are Mirages watching!?

Ishida: The impression is that enemies are spectating. At first they were made to look like the dead, but even so they gave a feeling “What are these?”, so in the end they turned into their current form.

ND: They are cheering, so they’re in quite high spirits, right?

Ishida: They came to this world as they crave for Perfoma, the so-called “symbol of performing arts”. It isn’t a matter of being an enemy or an ally, so I thought it’d be nice if they watched and cheered in high spirits.

Takata: It is like they react unintentionally when they sense Perfoma.

ND: You can also get money and items which feels like ohineri [coin offering wrapped in paper] when performing a Session combo attack.

Ishida: In the beginning there was a time when ohineri really came flying.

ND: What!? (laughs)

Ishida: Like, “Hey, you!” (laughs) We even created it so that every time you did something, [ohineri] came flying.

Takata: On the Atlus side we simply called that “ohineri system”.

ND: Even the current form feels like ohineri (laughs). In RPGs it is a mystery why you obtain money from slain enemies, but in this title it is understandable that you get money from battles.

Yano: When talking about the performance direction, we had more ideas in the beginning. There were things like a battle starting with a clap of a clapperboard by an assistant director.

Ishida: We even had a 3D stage assistant character.

Yano: But when we tried making that, the direction was too long as you’d expect, so it was scrapped.

Everyone: (laughs)

Ishida: We also had an idea of the camera flying a lot around the battle stage, but it mixed things up, so too troublesome things were removed and in the end it turned out in this form. There was also a system in which booing occurs on failures, but that simply isn’t pleasant while playing, so it makes you give up (laughs).


Thanks for making it to the end of this post! If you use any of this translation, please be sure to properly source Nintendo Everything. Do not copy its full contents.

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